![]() ![]() Somewhere it got blown up into an attempt to be a blockbuster, rather than a short, artsy, experimental thing built around a core theme. And somewhere early on in development I am certain that We Happy Few wasn’t mean to be what it became. All the length does is divide the player’s attention away from the core themes, and then reduce the emotional impact of them. I realise, given the criticism that the game is getting in other corners, that this is going to sound odd, but based on the theme and narrative of We Happy Few, it could have done with being a lot shorter. The padding keeps coming back to haunt We Happy Few. It needed none of that stuff at the start. I can count the number of times a game has justified a three hour introduction on one hand, and We Happy Few is certainly not one. And that “Joy” is the very core of just about everything the game is about. It takes about three solid hours of play, in which you visit three separate “regions” in the world, before you even get access to the “Joy” drug for the first time. Another genuine problem with the game is its padding. More than a few times I caught myself backtracking by following a map marker that I didn’t realise I hadn’t manually deleted. There are also other minor issues which don’t have a place in modern game design, such as a cumbersome mapping system that doesn’t automatically delete map markers once you’ve arrived at your destination. The bugs I’ve encountered have been relatively mild compared to what certain people have exaggerated to sensationalist effect have found, but, yes, there are bugs. If you’re even passingly interested in the game you’ve no doubt either heard of them or seen them. To get that stuff out of the way from the outset We Happy Few does have bugs. Related reading: Our review of Compulsion Games’ previous title, Contrast ![]()
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